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== Tips/House Rules == | == Tips/House Rules == |
Revision as of 22:05, 22 August 2020
Main Page > Star Wars > Star Wars Base Game
General Info and Comments
Originally released by Hans im Glück in 2015, Carcassonne: Star Wars is an exciting tile-laying game set in the Star Wars universe in a galaxy far-away for 2 to 5 players, ages 8 and up.
xx -> intro here <- xx
Contents
- 76 Land tiles including 1 start tile with a unique back. The tiles show trading routes, asteroid fields and planets (with their corresponding names).
- 25 small meeples - 5 in each of the 5 colours (red, green, black, white and orange. Small meeples are used as merchant, explorer and conqueror. One small meeple of each colour is used as a scoring marker.
- 5 big meeples - 1 in each of the 5 colours.
- 5 character cards - 1 in each of the 5 colours (with faction symbol).
- 6 dices - 3 in green and 3 in red colour.
- 1 Scoring track used to keep track of players’ scores.
- Rule booklet
- 1 sticker sheet - 11 small and 3 big stickers with the following characters: Luke Skywalker, Yoda, Darth Vader, Stormtrooper and Boba Fett.
Overview
The players take turns placing tiles. A galaxy of trading routes, asteroid fields and planets will be created, on which the players will place their troops in order to fight and score points. Players will fight for their place in the galaxy, whether or not they have the claim to do so. Once all galaxy tiles have been placed and final scoring has been completed, the player with the most points is the winner.
Preparation
- The start tile is placed in the middle of the table (the one with the orange reverse side). Shuffle the remaining galaxy tiles and place them face down on the table in multiple stacks, in such a manner that every player has easy access to them.
- The scoring board as well as 3 red and 3 green dices are placed at the edge of the table.
- Each player receives 5 small and 1 large meeple in their chosen colour, placing one of their small meeples on space 0 of the scoreboard.
- Each player receives 1 character card in their chosen colour.
- The youngest player chooses who begins the game.[1]
Playing the Game
The game is played in clockwise order from the start player. A player takes the following actions in the specified order:
- 1. The player must draw a galaxy tile and place it according to the rules below.
- 2. The player may place a small or big meeple on the newly placed tile according to the rules below,
- 2a. IF you place your tile next to a planet, however, you may then attack the neighbouring planet and position your meeple on this planet (even if another meeple is already there).
- 3. Time for a battle: if different coloured meeples stand in a single ream, a battle will ensue.
- 4. If, by the placement of a new tile, one or more trading routes, asteroid fields, or planets are completed or there has been a battle for a realm, they are evaluated and scored.
Then, the next player plays his turn.
1. Placing Galaxy Tiles
A player must first draw a galaxy tile from one of the face down piles. They may show it to all players (who may advise of “good” placement opportunities), and then place it according to the following rules:
- The newly placed tile (red-bordered in the examples below) must be placed adjacent to at least one existing tile. Diagonal adjacency is not sufficient.
- Railroad tracks, mountains, and prairies must continue from this newly placed tile to existing adjacent tiles. In the rare case that a drawn tile cannot be legally placed, it is discarded from the game. The player draws a new Land tile to place instead.
2. Placing a Meeple
Once a player has placed a tile, they may place a meeple. The following rules apply:
- Only one meeple may be placed
- The meeple must come from her personal supply
- The meeple must be placed on the newly placed tile
- The meeple must occupy a single realm. As a ...
- No other meeple (of another player or your own) may be present on the trading route, asteroid field, or planet on which you place your meeple. This is best illustrated by the following examples:
If a player has no meeples in their supply, they must continue to place tiles on their turn even though they cannot place a meeple. Do not worry: meeples return to their players’ supplies when they are no longer needed on their respective trading route, asteroid field, and planet (further explained later).
2a. Attack the neighbouring planet
3. Time for a battle
This part of the round only start when there are two or more meeples involved in one realm (trading route, asteroid field or planet), a battle will take place immediately. A battle will always take place before the calculation of points. Even if the player who merged the realms is not involved in the battle.
Before going into battle it is good to know what faction you belong. On your character card there is a little faction symbol, this will become important later on when getting dices.
Receiving dices:
- For every one of your small meeples, participating in the battle, you will receive 1 dice.
- If you have your large meeple participating in the battle, you will receive 2 dices.
- If you have one or more symbols from your faction belonging to the contested realm, you will receive 1 additional dice.
Important! There is a maximum of 3 dices a player can obtain to fight with in a battle!
The battle for trading routes
The battle for asteroid fields
The battle for planets
4. Scoring Completed trading routes, asteroid fiels, planets and battles
If a trading route, asteroid field or planet is "completed" by the placement of the galaxy tile, it is now scored.
If there was a battle in the previous action "Time for a battle" the battle scores are also added or subtracted from the points on the scoreboard.
The Scoreboard
All players track their points with a small meeple on the provided scoreboard, with spaces marked 0-49. Should a player acquire 50 or more points in a game, they should lay their meeple flat (as pictured to the right) to indicate that they have completed a lap of the scoreboard. In this way, a meeple lying flat on space 1 of the scoreboard (as pictured to the right) indicates a score of 51 points. [2]
Completed trading route
A trading route is completed when its two ends terminate in junctions, planets, and/or asteroid fields, or when it forms a complete loop. Completed trading routes can vary greatly in length (few or many segments).
A player whose merchant alone occupies a completed trading route scores points equal to the “length” of the trading route (number of tiles used). For example, a five-tile trading route is worth 5 points. More examples are pictured below.
Completed asteroid field
An asteroid field is complete when it is completely surrounded by outer space(has no open sides), and there are no gaps within. Completed asteroid fields can vary greatly in size (few or many segments).
The player who has the most explorers on a completed asteroid field scores 2 points for each tile in the asteroid field. In addition, each faction symbol in a completed asteroid field counts as 2 additional points. (The type of faction symbol doesn't matter).
Completed planet
A planet is complete when it is surrounded by tiles on all sides (8 tiles).
The player whose conqueror occupies a completed planet scores 1 point for each tile. In addition, if there is on the tile of the planet a faction symbol you score an additional 2 points. (any faction symbol on the 8 tiles positioned around the planet will not be counted, since they are counted in the other realms (trading routes or asteroid fields).
Returning meeples to their owners
After a railroad, mountain, or city is completed, the cowboys in those completed realms are returned to their owners’ supplies. These cowboys may be used on future turns.
Due to the sequence of a game turn, it is possible to place a cowboy and have it returned to you in the same turn.
In order to do this, one must:
- Place a tile so that it completes a railroad, mountain, or city.
- Place a cowboy from their supply on the newly completed realm (it must not already be occupied by another cowboy).
- Score the completed realm.
- The cowboy is then returned to the player’s supply.
Game End
The game ends immediately after the turn during which the last Land tile is placed. Players proceed to final scoring.
Final Scoring
Players will score points for incomplete railroads, mountains, and cities. Players will also score points for farmers. Finally, the points from Mining tokens will be scored.
The player with the most points at the end of the final scoring is the winner!
Scoring Incomplete realms
MOUNTAINS: First, all tents and Mining tokens are removed from the game. Then, the player(s) with the most gold miners on the mountain scores 1 point for each gold nugget symbol.
RAILROADS: The player(s) scores 1 point for each tile belonging to the railroad (locomotives have no effect).
CITIES: The player scores 3 points for each completed railroad connected to the city.
After each realm is scored, return the cowboys to their corresponding supplies.
Tips/House Rules
- If you find that the four cowboys isn't enough, or your opponent has managed to trap your cowboys on realms that will never complete because there is no suitable tile remaining, you could adopt the house rule, based on one in the earlier South Seas, that allows you to remove a follower from the board (without scoring) instead of placing a follower. Alternatively use some other type of marker for the scoreboard and use the 5th cowboy in the game.
Tile Distribution
72 Tiles:
x Mining Tokens:
Footnotes
For Icons explanation and licensing please visit Icons page.
- ↑ If you don't want to admit your age, agree another method.
- ↑ Alternatively, use can be made of the 50/100 scoring tiles available as part of the Carcassonne expansion, Inns and Cathedrals, or from fan expansion sites, such as CarcassonneCentral.